I wanna give Special thanks to Arkady for helping me on GR Fixed some issues, Volzzilla for his help on Video and Management for the MMV events.and also to you People of MUGEN Community, Thank you for all of your appreciation

Fabulous release! Although I have a small thing to point out:When doing most hypers, they don't take the amount of power bars they should.To explain it better, the hypers work when you've got the specified amount of bars (as stated in first post), but they only consume one.Hope I'm explaining this right.Anyways, congratulations on your first release.

This is really good and well made. However there are some small things I would like to point out.

-I can't seem do to air combos with him after his crouching heavy punch(his launcher). Don't know if this was intended though.-His hypers don't seem to do much damage. This is most noticeable on his level 2 hyper. A damage increase to them would be nice.-His hellfire projectile is extremely spammable. You can basically win matches for free by spamming it.

This is really good for a first release though and I like him a lot. Great job on him

Whoa, you've been working on this char for a while. Congrats on the release.

Feedback:- Head pos is in the chest, Mid pos is in the crotch.- I can't super jump into the launcher, making air combos impossible.- I can chain QCB+K several times in a row, about 7 to be exact, and I ended up with 500 damage. If I do the same with QCB+HK, I could end up emptying the opponent's health gauge with ease.- The sound effect of the motorcycle still plays even after the intro is skipped. I got some code that'll help. Put this in State -2:

[State IntroSkip]type = StopSndtrigger1 = var(14) = 1channel = 0ignorehitpause = 1here's a note: make sure that you aren't already using var 14. If you are using it, change my code so that it says var(whatever you want to make it). Also, be sure to change the playsnd that plays that motorcycle sound effect, and add channel = 0 to it.

- QCB+PP does 140 damage. That's really not much. In fact, a LP -> MP -> HP combo hits harder, clocking in at 170 damage. I suggest a nice little damage buff is in order.- The MP is less safe than the HP on block.- Some of the fire effects, like the yoga flame like move and the QCF+P look out of place considering the character's overall snk-ish look.- I can go from LP -> LK and back again for a five hit combo.

I'll let you know about any other problems. Once again, congrats on the release

Whoa, you've been working on this char for a while. Congrats on the release.

Feedback:- Head pos is in the chest, Mid pos is in the crotch.- I can't super jump into the launcher, making air combos impossible.- I can chain QCB+K several times in a row, about 7 to be exact, and I ended up with 500 damage. If I do the same with QCB+HK, I could end up emptying the opponent's health gauge with ease.- The sound effect of the motorcycle still plays even after the intro is skipped. I got some code that'll help. Put this in State -2:

[State IntroSkip]type = StopSndtrigger1 = var(14) = 1channel = 0ignorehitpause = 1here's a note: make sure that you aren't already using var 14. If you are using it, change my code so that it says var(whatever you want to make it). Also, be sure to change the playsnd that plays that motorcycle sound effect, and add channel = 0 to it.

- QCB+PP does 140 damage. That's really not much. In fact, a LP -> MP -> HP combo hits harder, clocking in at 170 damage. I suggest a nice little damage buff is in order.- The MP is less safe than the HP on block.- Some of the fire effects, like the yoga flame like move and the QCF+P look out of place considering the character's overall snk-ish look.- I can go from LP -> LK and back again for a five hit combo.

I'll let you know about any other problems. Once again, congrats on the release

Thanks, for the comment my friend and also on the codes I'll try it out